Looks fantastic. In MachineGames we trust.
Yep looks great. This will be a great holiday game.
I know combat isnt the primary focus of the game but this deeper dive did not quell my fears on the seemingly slow / dumb AI and poor combat. The scenes of combat, particularly in the guard tower / colder area looked quite middling to me (from 9:30 onwards)
Hopefully these aspects won’t detract me from the wider experience.
Looks great!! May end up buying that $35 upgrade to get Early Access (and the expansion in 2025) if I end up being off from work that weekend. Either way, im hyped!!
It looks fantastic. It feels very tactile, faithful to yhe movie franchise and a great gameplay adaptation evnn though that’s still a bit weird to play Indy in first person. We’ll see how it goes ! I can’t wait to play it anyway ! It is a perfect blockbuster to end this rollercoaster of a year.
It feels great to sit down and watch this coverage. I’m very impressed with the immersive sim elements, the world, maps, camera all looks so tactile. Clearly looks like a passion project for the IP.
The front-on combat could use some polish. It’s the only thing I can nitpick about (punching will always be tough to achieve in first person). The foley whump sounds are so satisfying even watching the footage.
Looks great
Is it just me getting Metal Gear Solid vibes from this?
It looks like the near-perfect Indy game. The team have really captured the feel and mood of Indy films.
I just hope for some big action set pieces that the team are holding back for when people play the final game
The more I see it, the less I’m into it. I have no nostalgia for Indiana Jones so that hook isn’t really there for me. The stealth doesn’t seem good enough for the seemingly barebones combat that I’ve seen so far.
Really hope I’m wrong on this.
Similar camp to me. I want to love the game, I really like the visuals and the fact its first person. I also really enjoyed the Uncharted games. Something just feels “off”.
A few things I noted… I don’t like how whenever Indy reaches for an item it looks like hes literally trying to launch it like a javelin, it makes no sense. There’s a like half second lag in animation when an enemy gets hit between reacting… there’s a scene in the trailer where he hits someone with a whip and they get up and then stand there frozen. The scene where he hits the enemy from behind on the head with something wooden and it breaks, theres a guy a few yards away who doesn’t even react. The shooting looks pretty bad. I get that Indy isnt going to be a shooting powerhouse but it just looks bad. The actual hand to hand combat looks slow and stiff. I dont really see why trained guards would be standing there waiting to be punched. There was little aggression on show and it all looked slow
Appreciate all the above appears quite negative. Im hoping the adventure elements and story more than make up for it, but to me it looks disappointingly rough in some aspects
That is my only worry and that is the team overdo and overplay the stealth sections , but they nailed it with Riddick so have high hopes
I think a lot of your criticism here is basically saying this game should have been designed like RDR2 lol. If you want that, that’s fine, but boy am I glad it’s not. The instant you mention about Indy’s hand animation, it’s literally just a fast animation so that everything snaps quickly back to you controlling it, with little time wasted on animations mid-gameplay. If anything, that appealed to me more, and it’s exactly like it was in Wolfenstein. The stealth and gunplay? You can’t tell from videos, just can’t, especially without knowing how much is gonna be there in the game, but I don’t know why they wouldn’t have decent shooting if they wanted when they have great expertise at it. Stealth could end up being mediocre, because Wolf2’s stealth was a downgrade from TNO. If it’s not as good as TNO, I hope there’s little frustration and only few segments with it
The previews were glowing if you leant into the world, especially stealth and exploration. But others who just wanted to punch, didnt really vibe with them. Combat does not concern me, like you said definitely proitizing agency over aehstetics there. Also looks like the pistol is panic button/last resort mechanic which makes sense for the world.
but i think the bigger question mark is if puzzles get old? Guess we find out december.
My concern with puzzles is if they let your companion always telling you how to solve them lol, I hope there’s either an on/off option or a button-assigned hint system. Just let them shut up please.
It would make sense if we had to go to companion and ask them for an idea or sth.
Pressing a button to ask for a hint is my favorite type of implementation.
I believe the camera is the puzzle help mechanic.
For the hand to hand combat, I feel like they may have went with a slower style to emulate the type of fighting from that era. Some of the delayed reactions and NPC alerts will probably be tweaked before launch and could be tied to difficulty level.
We’ll see I guess